The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Dungeon Master's Guide (Premium Edition)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Dragoonmk3, 2022-03-09 20:24:13

Dungeon Master's Guide (Premium Edition)

Dungeon Master's Guide (Premium Edition)

CHAPTER 8: CONDITION SUMMARY Dazzled: The creature is unable to see well because of overstimu-
lation of the eyes. A dazzled creature takes a –1 penalty on attack rolls,
GLOSSARY This section describes the adverse conditions that weaken, slow, Search checks, and Spot checks.
or even kill characters. If more than one condition affects a char-
300 acter, apply them all. If certain effects can’t combine, apply the Dead: The character’s hit points are reduced to –10, his Consti-
most severe effect. For example, a character who is dazed and con- tution drops to 0, or he is killed outright by a spell or effect. The
fused takes no actions whatsoever (dazed is more severe than con- character’s soul leaves his body. Dead characters cannot benefit
fused). The confused character might want to attack a random char- from normal or magical healing, but they can be restored to life via
acter, but he can’t because he’s dazed. magic. A dead body decays normally unless magically preserved,
but magic that restores a dead character to life also restores the
Ability Damaged: The character has temporarily lost 1 or body either to full health or to its condition at the time of death
more ability score points. Lost points return at a rate of 1 per day (depending on the spell or device).
unless noted otherwise by the condition dealing the damage. A
character with Strength 0 falls to the ground and is helpless. A Either way, resurrected characters need not worry about rigor
character with Dexterity 0 is paralyzed. A character with Constitu- mortis, decomposition, and other conditions that affect dead bodies.
tion 0 is dead. A character with Intelligence, Wisdom, or
Charisma 0 is unconscious. (See Ability Score Loss under Special Deafened: A deafened character cannot hear. She takes a –4
Abilities earlier in this chapter.) penalty on initiative checks, automatically fails Listen checks, and
has a 20% chance of spell failure when casting spells with verbal
Ability damage is different from penalties to ability scores, components.
which go away when the conditions causing them (fatigue, entan-
glement, and so on) go away. Characters who remain deafened for a long time grow accus-
tomed to these drawbacks and can overcome some of them (DM’s
Ability Drained: The character has permanently lost 1 or more discretion).
ability score points. The character can regain these points only
through magical means. A character with Strength 0 falls to the Disabled: A character with 0 hit points, or one who has nega-
ground and is helpless. A character with Dexterity 0 is paralyzed. tive hit points but has become stable and conscious, is disabled. A
A character with Constitution 0 is dead. A character with Intelli- disabled character may take a single move action or standard
gence, Wisdom, or Charisma 0 is unconscious. (See Ability Score action each round (but not both, nor can she take full-round
Loss under Special Abilities earlier in this chapter.) actions). She moves at half speed. Taking move actions doesn’t risk
further injury, but performing any standard action (or any other
Blinded: The character cannot see. He takes a –2 penalty to action the DM deems strenuous, including some free actions such
Armor Class, loses his Dexterity bonus to AC (if any), moves at as casting a quickened spell) deals 1 point of damage after the com-
half speed, and takes a –4 penalty on Search checks and on most pletion of the act. Unless the action increased the disabled charac-
Strength- and Dexterity-based skill checks. All checks and activi- ter’s hit points, she is now in negative hit points and dying.
ties that rely on vision (such as reading and Spot checks) automat-
ically fail. All opponents are considered to have total concealment A disabled character with negative hit points recovers hit points
(50% miss chance) to the blinded character. naturally if she is being helped. Otherwise, each day she has a 10%
chance to start recovering hit points naturally (starting with that
Characters who remain blinded for a long time grow accus- day); otherwise, she loses 1 hit point. Once an unaided character
tomed to these drawbacks and can overcome some of them (DM’s starts recovering hit points naturally, she is no longer in danger of
discretion). losing hit points (even if her current hit points are negative).

Blown Away: Depending on its size, a creature can be blown Dying: A dying character is unconscious and near death. She
away by winds of high velocity (see Table 3–24, page 95). A creature has –1 to –9 current hit points. A dying character can take no
on the ground that is blown away is knocked down and rolls 1d4×10 actions and is unconscious. At the end of each round (starting
feet, taking 1d4 points of nonlethal damage per 10 feet. A flying with the round in which the character dropped below 0 hit
creature that is blown away is blown back 2d6×10 feet and takes 2d6 points), the character rolls d% to see whether she becomes
points of nonlethal damage due to battering and buffering. stable. She has a 10% chance to become stable. If she does not,
she loses 1 hit point. If a dying character reaches –10 hit points,
Checked: Prevented from achieving forward motion by an she is dead.
applied force, such as wind. Checked creatures on the ground
merely stop. Checked flying creatures move back a distance speci- Energy Drained: The character gains one or more negative
fied in the description of the effect. levels, which might permanently drain the character’s levels.

Confused: A confused character’s actions are determined by rolling If the subject has at least as many negative levels as Hit Dice, he
d% at the beginning of his turn: 01–10, attack caster with melee or dies. Each negative level gives a creature the following penalties:
ranged weapons (or close with caster if attacking is not possible); –1 penalty on attack rolls, saving throws, skill checks, ability
11–20, act normally; 21–50, do nothing but babble incoherently; checks; loss of 5 hit points; and –1 to effective level (for determin-
51–70, flee away from caster at top possible speed; 71–100, attack ing the power, duration, DC, and other details of spells or special
nearest creature (for this purpose, a familiar counts as part of the abilities). In addition, a spellcaster loses one spell or spell slot from
subject’s self ). A confused character who can’t carry out the indicated the highest spell level castable.
action does nothing but babble incoherently. Attackers are not at
any special advantage when attacking a confused character. Any con- Entangled: The character is ensnared. Being entangled impedes
fused character who is attacked automatically attacks its attackers movement, but does not entirely prevent it unless the bonds are
on its next turn, as long as it is still confused when its turn comes. A anchored to an immobile object or tethered by an opposing force.
confused character does not make attacks of opportunity against any An entangled creature moves at half speed, cannot run or charge,
creature that it is not already devoted to attacking (either because and takes a –2 penalty on all attack rolls and a –4 penalty to Dexter-
of its most recent action or because it has just been attacked). ity. An entangled character who attempts to cast a spell must make a
Concentration check (DC 15 + the spell’s level) or lose the spell.
Cowering: The character is frozen in fear and can take no
actions. A cowering character takes a –2 penalty to Armor Class Exhausted: An exhausted character moves at half speed and
and loses her Dexterity bonus (if any). takes a –6 penalty to Strength and Dexterity. After 1 hour of com-
plete rest, an exhausted character becomes fatigued. A fatigued
Dazed: The creature is unable to act normally. A dazed creature character becomes exhausted by doing something else that would
can take no actions, but has no penalty to AC. normally cause fatigue.

A dazed condition typically lasts 1 round. Fascinated: A fascinated creature is entranced by a supernatu-
ral or spell effect. The creature stands or sits quietly, taking no

actions other than to pay attention to the fascinating effect, for as Panicked: A panicked creature must drop anything it holds CHAPTER 8:
long as the effect lasts. It takes a –4 penalty on skill checks made as and flee at top speed from the source of its fear, as well as any other
reactions, such as Listen and Spot checks. Any potential threat, dangers it encounters, along a random path. It can’t take any other GLOSSARY
such as a hostile creature approaching, allows the fascinated crea- actions. In addition, the creature takes a –2 penalty on all saving
ture a new saving throw against the fascinating effect. Any obvi- throws, skill checks, and ability checks. If cornered, a panicked 301
ous threat, such as someone drawing a weapon, casting a spell, or creature cowers and does not attack, typically using the total
aiming a ranged weapon at the fascinated creature, automatically defense action in combat. A panicked creature can use special abil-
breaks the effect. A fascinated creature’s ally may shake it free of ities, including spells, to flee; indeed, the creature must use such
the spell as a standard action. means if they are the only way to escape.

Fatigued: A fatigued character can neither run nor charge and Panicked is a more extreme state of fear than shaken or frightened.
takes a –2 penalty to Strength and Dexterity. Doing anything that Paralyzed: A paralyzed character is frozen in place and unable
would normally cause fatigue causes the fatigued character to to move or act, such as by the hold person spell. A paralyzed charac-
become exhausted. After 8 hours of complete rest, fatigued char- ter has effective Dexterity and Strength scores of 0 and is helpless,
acters are no longer fatigued. but can take purely mental actions. A winged creature flying in
the air at the time that it becomes paralyzed cannot flap its wings
Flat-Footed: A character who has not yet acted during a and falls. A paralyzed swimmer can’t swim and may drown. A crea-
combat is flat-footed, not yet reacting normally to the situation. A ture can move through a space occupied by a paralyzed creature—
flat-footed character loses his Dexterity bonus to AC (if any) and ally or not. Each square occupied by a paralyzed creature, however,
cannot make attacks of opportunity. counts as 2 squares.
Petrified: A petrified character has been turned to stone and is
Frightened: A frightened creature flees from the source of its considered unconscious. If a petrified character cracks or breaks,
fear as best it can. If unable to flee, it may fight. A frightened crea- but the broken pieces are joined with the body as he returns to
ture takes a –2 penalty on all attack rolls, saving throws, skill flesh, he is unharmed. If the character’s petrified body is incom-
checks, and ability checks. A frightened creature can use special plete when it returns to flesh, the body is likewise incomplete and
abilities, including spells, to flee; indeed, the creature must use the DM must assign some amount of permanent hit point loss
such means if they are the only way to escape. and/or debilitation.
Pinned: Held immobile (but not helpless) in a grapple.
Frightened is like shaken, except that the creature must flee if Prone: The character is on the ground. An attacker who is
possible. Panicked is a more extreme state of fear. prone has a –4 penalty on melee attack rolls and cannot use a
ranged weapon (except for a crossbow). A defender who is prone
Grappling: Engaged in wrestling or some other form of hand- gains a +4 bonus to Armor Class against ranged attacks, but takes a
to-hand struggle with one or more attackers. A grappling charac- –4 penalty to AC against melee attacks.
ter can undertake only a limited number of actions. He does not Standing up is a move-equivalent action that provokes an attack
threaten any squares, and loses his Dexterity bonus to AC (if any) of opportunity.
against opponents he isn’t grappling. Shaken: A shaken character takes a –2 penalty on attack rolls,
saving throws, skill checks, and ability checks.
Helpless: A helpless character is paralyzed, held, bound, Shaken is a less severe state of fear than frightened or panicked.
sleeping, unconscious, or otherwise completely at an opponent’s Sickened: The character takes a –2 penalty on all attack rolls,
mercy. A helpless target is treated as having a Dexterity of 0 (–5 weapon damage rolls, saving throws, skill checks, and ability
modifier). Melee attacks against a helpless target get a +4 bonus checks.
(equivalent to attacking a prone target). Ranged attacks gets no Stable: A character who was dying but who has stopped losing
special bonus against helpless targets. Rogues can sneak attack hit points and still has negative hit points is stable. The character
helpless targets. is no longer dying, but is still unconscious. If the character has
become stable because of aid from another character (such as a
As a full-round action, an enemy can use a melee weapon to Heal check or magical healing), then the character no longer loses
deliver a coup de grace to a helpless foe. An enemy can also use a hit points. He has a 10% chance each hour of becoming conscious
bow or crossbow, provided he is adjacent to the target. The attacker and disabled (even though his hit points are still negative).
automatically hits and scores a critical hit. (A rogue also gets her If the character became stable on his own and hasn’t had help,
sneak attack damage bonus against a helpless foe when delivering he is still at risk of losing hit points. Each hour, he has a 10%
a coup de grace.) If the defender survives, he must make a Forti- chance of becoming conscious and disabled. Otherwise he loses 1
tude save (DC 10 + damage dealt) or die. hit point.
Staggered: A character whose nonlethal damage exactly equals
Delivering a coup de grace provokes attacks of opportunity. his current hit points is staggered. A staggered character may take
Creatures that are immune to critical hits do not take critical a single move action or standard action each round (but not both,
damage, nor do they need to make Fortitude saves to avoid being nor can she take full-round actions).
killed by a coup de grace. A character whose current hit points exceed his nonlethal
Incorporeal: Having no physical body. Incorporeal creatures damage is no longer staggered; a character whose nonlethal
are immune to all nonmagical attack forms. They can be harmed damage exceeds his hit points becomes unconscious.
only by other incorporeal creatures, +1 or better magic weapons, Stunned: A stunned creature drops everything held, can’t take
spells, spell-like effects, or supernatural effects. (See Incorporeal- actions, takes a –2 penalty to AC, and loses his Dexterity bonus to
ity under Special Abilities, earlier in this chapter.) AC (if any).
Invisible: Visually undetectable. An invisible creature gains a Turned: Affected by a turn undead attempt. Turned undead
+2 bonus on attack rolls against sighted opponents, and ignores its flee for 10 rounds (1 minute) by the best and fastest means avail-
opponents’ Dexterity bonuses to AC (if any). (See Invisibility, able to them. If they cannot flee, they cower.
under Special Abilities, earlier in this chapter.) Unconscious: Knocked out and helpless. Unconsciousness
Knocked Down: Depending on their size, creatures can be can result from having current hit points between –1 and –9, or
knocked down by winds of high velocity (see Table 3–24: Wind from nonlethal damage in excess of current hit points.
Effects, page 95). Creatures on the ground are knocked prone by
the force of the wind. Flying creatures are instead blown back
1d6×10 feet.
Nauseated: Experiencing stomach distress. Nauseated crea-
tures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character
can take is a single move action per turn.

CHAPTER 8: THE ENVIRONMENT Ice Effects
Characters walking on ice must spend 2 squares of movement to
GLOSSARY Characters crossing the burning desert face heatstroke and dehy- enter a square covered by ice, and the DC for Balance and Tumble
dration. Plunging into the murky depths raises the risk of drown- checks increases by +5. Characters in prolonged contact with ice
302 ing and even decompression. Adventurers spend a lot of time in may run the risk of taking damage from severe cold (see above).
the most dismal, dangerous, and generally unpleasant places imag-
inable. If the monsters and the villains don’t kill them, the envi- DARKNESS
ronment itself might. This section details hazards the player char-
acters face from the physical world around them. Some of these The adventurers are exploring a cavern passageway when a whis-
hazards are specific to certain environments (the perils of severe pered spell in the shadows extinguishes Jozan’s daylight spell,
heat almost never apply in an area of cold mountains, for plunging the chamber into complete darkness. The soft jingle of
instance), while others are threats that could come into play in any mail and rasp of swords drawn from scabbards announces a drow
environment (such as acid effects or starvation and thirst). attack.

Environmental hazards specific to one kind of terrain (such as Darkvision allows many characters and monsters to see per-
an avalanche, which occurs in the mountains) are described in fectly well without any light at all, but characters with normal
Chapter 3: Adventures. Environmental hazards common to more vision (or low-light vision, for that matter) can be rendered com-
than one setting are detailed below. pletely blind by putting out the lights. Torches or lanterns can be
blown out by sudden gusts of subterranean wind, magical light
ACID EFFECTS sources can be dispelled or countered, or magical traps might
create fields of impenetrable darkness.
Corrosive acids deals 1d6 points of damage per round of exposure
except in the case of total immersion (such as into a vat of acid), In many cases, some characters or monsters might be able to
which deals 10d6 points of damage per round. An attack with acid, see, while others are blinded. For purposes of the following points,
such as from a hurled vial or a monster’s spittle, counts as a round a blinded creature is one who simply can’t see through the sur-
of exposure. rounding darkness.

The fumes from most acids are inhaled poisons. Those who —Creatures blinded by darkness lose the ability to deal extra
come close enough to a large body of acid to dunk a creature in it damage due to precision (for example, a ranger’s favored enemy or
must make a DC 13 Fortitude save or take 1 point of Constitution a sneak attack).
damage. All such characters must make a second save 1 minute
later or take another 1d4 points of Constitution damage. —Blinded creatures are hampered in their movement, and pay
2 squares of movement per square moved into (double normal
Creatures immune to acid’s caustic properties might still drown cost). Blinded creatures can’t run or charge.
in it if they are totally immersed (see Drowning, page 304).
—All opponents have total concealment from a blinded crea-
COLD DANGERS ture, so the blinded creature has a 50% miss chance in combat. A
blinded creature must first pinpoint the location of an opponent
The prickly fingers of icy death have robbed many an adventurer in order to attack the right square; if the blinded creature launches
of her life. Prolonged exposure to cold temperatures and harsh an attack without pinpointing its foe, it attacks a random square
weather can wear down a character who isn’t protected against the within its reach. For ranged attacks or spells against a foe whose
climate. Hypothermia, frostbite, and exhaustion can quickly kill location is not pinpointed, roll to determine which adjacent
in bad weather. The best defense against cold and exposure is to square the blinded creature is facing; its attack is directed at the
get under cover and keep warm. closest target that lies in that direction.

Cold and exposure deal nonlethal damage to the victim. This —A blinded creature loses its Dexterity adjustment to AC and
nonlethal damage cannot be recovered until the character gets out takes a –2 penalty to AC.
of the cold and warms up again. Once a character is rendered
unconscious through the accumulation of nonlethal damage, the —A blinded creature takes a –4 penalty on Search checks and
cold and exposure begins to deal lethal damage at the same rate. most Strength- and Dexterity-based skill checks, including any
with an armor check penalty. A creature blinded by darkness auto-
An unprotected character in cold weather (below 40° F) must matically fails any skill check relying on vision.
make a Fortitude save each hour (DC 15, + 1 per previous check)
or take 1d6 points of nonlethal damage. A character who has the —Creatures blinded by darkness cannot use gaze attacks and
Survival skill may receive a bonus on this saving throw and may are immune to gaze attacks.
be able to apply this bonus to other characters as well (see the skill
description, page 83 of the Player’s Handbook). A creature blinded by darkness can make a Listen check as a free
action each round in order to locate foes (DC equal to opponents’
In conditions of severe cold or exposure (below 0° F), an unpro- Move Silently checks). A successful check lets a blinded character
tected character must make a Fortitude save once every 10 minutes hear an unseen creature “over there somewhere.” It’s almost
(DC 15, +1 per previous check), taking 1d6 points of nonlethal dam- impossible to pinpoint the location of an unseen creature. A
age on each failed save. A character who has the Survival skill may Listen check that beats the DC by 20 reveals the unseen creature’s
receive a bonus on this saving throw and may be able to apply this square (but the unseen creature still has total concealment from
bonus to other characters as well (see the skill description, page 83 the blinded creature).
of the Player’s Handbook). Characters wearing winter clothing only
need check once per hour for cold and exposure damage. —A blinded creature can grope about to find unseen creatures.
A character can make a touch attack with his hands or a weapon
A character who takes any nonlethal damage from cold or expo- into two adjacent squares using a standard action. If an unseen
sure is beset by frostbite or hypothermia (treat her as fatigued; see target is in the designated square, there is a 50% miss chance on
page 301). These penalties end when the character recovers the the touch attack. If successful, the groping character deals no
nonlethal damage she took from the cold and exposure. damage but has pinpointed the unseen creature’s current location.
(If the unseen creature moves, its location is once again
Extreme cold (below –20° F) deals 1d6 points of lethal damage unknown.)
per minute (no save). In addition, a character must make a Forti-
tude save (DC 15, +1 per previous check) or take 1d4 points of —If a blinded creature is struck by an unseen foe, the blinded
nonlethal damage. Those wearing metal armor or coming into character pinpoints the location of the creature that struck him
contact with very cold metal are affected as if by a chill metal spell. (until the unseen creature moves, of course). The only exception is
if the unseen creature has a reach greater than 5 feet (in which

case the blinded character knows the location of the unseen oppo- Table 8–4: Damage from Falling Objects to see how far an object of CHAPTER 8:
nent, but has not pinpointed him) or uses a ranged attack (in a given weight must drop to deal 1d6 points of damage.
which case, the blinded character knows the general direction of GLOSSARY
the foe, but not his location). Example: A magic flying ship tilts to one side and drops a 400-
pound stone statue (a petrified comrade) overboard. The statue
—A creature with the scent ability automatically pinpoints deals 2d6 points of damage to anything it strikes by virtue of its
unseen creatures within 5 feet of its location. weight alone. If the ship were 100 feet in the air at the time, the
falling statue would deal an additional 9d6 points of damage, for a
FALLING total of 11d6.

One of the most common hazards to adventurers is a fall from For each additional increment an object falls, it deals an addi-
some great height. tional 1d6 points of damage. For example, since a 30-pound metal
sphere must fall 50 feet to deal damage (1d6 points of damage),
Falling Damage: The basic rule is simple: 1d6 points of such a sphere that fell 150 feet would deal 3d6 points of damage.
damage per 10 feet fallen, to a maximum of 20d6. Objects weighing less than 1 pound do not deal damage to those
they land upon, no matter how far they have fallen.
If a character deliberately jumps instead of merely slipping or
falling, the damage is the same but the first 1d6 is nonlethal dam- HEAT DANGERS
age. A DC 15 Jump check or DC 15 Tumble check allows the char-
acter to avoid any damage from the first 10 feet fallen and converts The hot desert sun can be as deadly an enemy as a hostile tribe of
any damage from the second 10 feet to nonlethal damage. Thus, a orcs. Prolonged exposure to hot temperatures can quickly wear
character who slips from a ledge 30 feet up takes 3d6 damage. If down a character, and heatstroke can be deadly.
the same character deliberately jumped, he takes 1d6 points of
nonlethal damage and 2d6 points of lethal damage. And if the Heat deals nonlethal damage that cannot be recovered until the
character leaps down with a successful Jump or Tumble check, he character gets cooled off (reaches shade, survives until nightfall,
takes only 1d6 points of nonlethal damage and 1d6 points of lethal gets doused in water, is targeted by endure elements, and so forth).
damage from the plunge. Once rendered unconscious through the accumulation of non-
lethal damage, the character begins to take lethal damage at the
Falls onto yielding surfaces (soft ground, mud) also convert the same rate.
first 1d6 of damage to nonlethal damage. This reduction is cumu-
lative with reduced damage due to deliberate jumps and the Jump A character in very hot conditions (above 90° F) must make a
skill. Fortitude saving throw each hour (DC 15, +1 for each previous
check) or take 1d4 points of nonlethal damage. Characters wear-
Falling into Water: Falls into water are handled somewhat ing heavy clothing or armor of any sort take a –4 penalty on their
differently. If the water is at least 10 feet deep, the first 20 feet of saves. A character with the Survival skill may receive a bonus on
falling do no damage. The next 20 feet do nonlethal damage (1d3 this saving throw and may be able to apply this bonus to other
per 10-foot increment). Beyond that, falling damage is lethal characters as well (see the skill description, page 83 of the Player’s
damage (1d6 per additional 10-foot increment). Handbook). Characters reduced to unconsciousness begin taking
lethal damage (1d4 points per hour).
Characters who deliberately dive into water take no damage on
a successful DC 15 Swim check or DC 15 Tumble check, so long as In severe heat (above 110° F), a character must make a Fortitude
the water is at least 10 feet deep for every 30 feet fallen. However, save once every 10 minutes (DC 15, +1 for each previous check) or
the DC of the check increases by 5 for every 50 feet of the dive. take 1d4 points of nonlethal damage. Characters wearing heavy
clothing or armor of any sort take a –4 penalty on their saves. A
FALLING OBJECTS character with the Survival skill may receive a bonus on this
saving throw and may be able to apply this bonus to other charac-
Just as characters take damage when they fall more than 10 feet, so ters as well. Characters reduced to unconsciousness begin taking
too do they take damage when they are hit by falling objects. lethal damage (1d4 points per each 10-minute period).
Objects that fall upon characters deal damage based on their
weight and the distance they have fallen. A character who takes any nonlethal damage from heat expo-
sure now suffers from heatstroke and is fatigued (see page 301).
Table 8–4: Damage from Falling Objects These penalties end when the character recovers the nonlethal
damage she took from the heat.
Object Weight Falling Distance
Extreme heat (air temperature over 140° F, fire, boiling water,
200–101 lb. 20 ft. lava) deals lethal damage. Breathing air in these temperatures
deals 1d6 points of damage per minute (no save). In addition, a
100–51 lb. 30 ft. character must make a Fortitude save every 5 minutes (DC 15, +1
per previous check) or take 1d4 points of nonlethal damage.
50–31 lb. 40 ft. Those wearing heavy clothing or any sort of armor take a –4
penalty on their saves. In addition, those wearing metal armor or
30–11 lb. 50 ft. coming into contact with very hot metal are affected as if by a
heat metal spell.
10–6 lb. 60 ft.
Boiling water deals 1d6 points of scalding damage, unless the
5–1 lb. 70 ft. character is fully immersed, in which case it deals 10d6 points of
damage per round of exposure.
For each 200 pounds of an object’s weight, the object deals 1d6
points of damage, provided it falls at least 10 feet. Distance also Catching on Fire
comes into play, adding an additional 1d6 points of damage for Characters exposed to burning oil, bonfires, and noninstanta-
every 10-foot increment it falls beyond the first (to a maximum of neous magic fires such as a wall of fire might find their clothes,
20d6 points of damage). hair, or equipment on fire. Spells such as fireball or flame strike don’t
normally set a character on fire, since the heat and flame from
Objects smaller than 200 pounds also deal damage when these come and go in a flash.
dropped, but they must fall farther to deal the same damage. Use Characters at risk of catching fire are allowed a DC 15 Reflex
save to avoid this fate. If a character’s clothes or hair catch fire, he
pqqrs 303

VARIANT: LESS LETHAL FALLS

Generous DMs who feel that falling is too lethal can make the first 1d6
of falling damage always nonlethal damage, no matter what the
circumstances.

pqqrs

CHAPTER 8: takes 1d6 points of damage immediately. In each subsequent time, the character takes 1d6 points of nonlethal damage every 15
round, the burning character must make another Reflex saving minutes. Each additional Medium character or significant fire
GLOSSARY throw. Failure means he takes another 1d6 points of damage that source (a torch, for example) proportionally reduces the time the
round. Success means that the fire has gone out. (That is, once he air will last. When a character falls unconscious from this non-
304 succeeds on his saving throw, he’s no longer on fire.) lethal damage, she drops to –1 hit points and is dying. In the next
round, she suffocates.
A character on fire may automatically extinguish the flames
by jumping into enough water to douse himself. If no body of For example, two people can last for 3 hours, after which they
water is at hand, rolling on the ground or smothering the fire each take 1d6 points of nonlethal damage per 15 minutes. If they
with cloaks or the like permits the character another save with a have a torch (equivalent to another Medium character in terms of
+4 bonus. the air it uses), the air runs out in only 2 hours.

Those unlucky enough to have their clothes or equipment Small characters consume half as much air as Medium charac-
catch fire must make DC 15 Reflex saves for each item. Flammable ters. A larger volume of air, of course, lasts for a longer time. So, for
items that fail take the same amount of damage as the character. instance, if two humans and a gnome are in a sealed chamber
measuring 20 feet by 20 feet by 10 feet, and they have a torch, the
Lava Effects air will last almost 7 hours (6 hours/3.5 people and torches × 4 10-
Lava or magma deals 2d6 points of damage per round of exposure, ft. cubes = 6.86 hours).
except in the case of total immersion (such as when a character
falls into the crater of an active volcano), which deals 20d6 points WATER DANGERS
of damage per round.
Damage from magma continues for 1d3 rounds after exposure Historically, waterways were one of the most important modes of
ceases, but this additional damage is only half of that dealt during travel and communication within and between countries. On the
actual contact (that is, 1d6 or 10d6 points per round). other hand, characters on foot will find that lakes, rivers, and
An immunity or resistance to fire serves as an immunity to lava streams often block their travels in the wilderness. What’s more,
or magma. However, a creature immune to fire might still drown underground streams, cisterns, sewers, and moats are all part of
if completely immersed in lava (see Drowning, below). the dungeon environment.

SMOKE EFFECTS Water presents adventurers with five general problems. First,
it’s an obstacle that can block their movement. Second, characters
A character who breathes heavy smoke must make a Fortitude in the water face the danger of drowning or losing gear. Third, a
save each round (DC 15, +1 per previous check) or spend that character caught in fast-moving water can be swept away from the
round choking and coughing. A character who chokes for 2 con- rest of his party and battered or killed by rapids and waterfalls.
secutive rounds takes 1d6 points of nonlethal damage. Fourth, really deep water deals damage from the great pressure it
exerts. Finally, exposure to cold water can be dangerous, afflicting
Smoke obscures vision, giving concealment (20% miss chance) characters with hypothermia.
to characters within it.
The skills most commonly used in dealing with water as an
STARVATION AND THIRST obstacle are Swim and Profession (sailor). Unfortunately, not
every character who gets into the water has these skills.
Characters might find themselves without food or water and with
no means to obtain them. In normal climates, Medium characters Any character can wade in relatively calm water that isn’t over
need at least a gallon of fluids and about a pound of decent food his head, with no check required. Similarly, swimming in calm
per day to avoid starvation. (Small characters need half as much.) water only requires skill checks with a DC of 10. Trained swim-
In very hot climates, characters need two or three times as much mers can just take 10. (Remember, however, that armor or heavy
water to avoid dehydration. gear makes any attempt at swimming much more difficult. See the
Swim skill description, page 84 of the Player’s Handbook.)
A character can go without water for 1 day plus a number of
hours equal to his Constitution score. After this time, the charac- By contrast, fast-moving water is much more dangerous. On a
ter must make a Constitution check each hour (DC 10, +1 for each successful DC 15 Swim check or a DC 15 Strength check, it deals
previous check) or take 1d6 points of nonlethal damage. 1d3 points of nonlethal damage per round (1d6 points of lethal
damage if flowing over rocks and cascades). On a failed check, the
A character can go without food for 3 days, in growing discom- character must make another check that round to avoid going
fort. After this time, the character must make a Constitution under.
check each day (DC 10, +1 for each previous check) or take 1d6
points of nonlethal damage. Very deep water is not only generally pitch black, posing a nav-
igational hazard, but worse, it deals water pressure damage of 1d6
Characters who have taken nonlethal damage from lack of food points per minute for every 100 feet the character is below the sur-
or water are fatigued (see page 84). Nonlethal damage from thirst face. A successful Fortitude save (DC 15, +1 for each previous
or starvation cannot be recovered until the character gets food or check) means the diver takes no damage in that minute.
water, as needed—not even magic that restores hit points (such as
cure light wounds) heals this damage. Very cold water deals 1d6 points of nonlethal damage from
hypothermia per minute of exposure.
SUFFOCATION
Drowning
A character who has no air to breathe can hold her breath for 2 Any character can hold her breath for a number of rounds equal
rounds per point of Constitution. After this period of time, the to twice her Constitution score. After this period of time, the
character must make a DC 10 Constitution check in order to con- character must make a DC 10 Constitution check every round
tinue holding her breath. The save must be repeated each round, in order to continue holding her breath. Each round, the DC
with the DC increasing by +1 for each previous success. increases by 1.
When the character finally fails her Constitution check, she
When the character fails one of these Constitution checks, she begins to drown. In the first round, she falls unconscious (0 hp).
begins to suffocate. In the first round, she falls unconscious (0 hit In the following round, she drops to –1 hit points and is dying. In
points). In the following round, she drops to –1 hit points and is the third round, she drowns.
dying. In the third round, she suffocates. It is possible to drown in substances other than water, such as
sand, quicksand, fine dust, and silos full of grain.
Slow Suffocation: A Medium character can breathe easily for
6 hours in a sealed chamber measuring 10 feet on a side. After that

30-Foot Cone Template 1

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

305

30-Foot Cone Template 2

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

306

Spell Areas 15-foot cones

center of area 30-ft. cones
location of spellcaster 60-foot cones

5-foot radius 10-foot radius
20-foot radius

40-foot radius

80-foot radius

120-foot cone

120-foot cone

307

Medium Large (long) Large (tall)

Space: 1 square (5 feet) Space: 2 squares (10 feet) Space: 2 squares (10 feet)
Reach: 1 square (5 feet) Reach: 2 squares (10 feet)
Reach: 1 square (5 feet) With reach weapon: 2 squares With reach weapon: 4 squares

With reach weapon: 2 squares (10 feet) (20 feet)

(10 feet)

Huge (long)

Space: 3 squares (15 feet)
Reach: 2 squares (10 feet)
With reach weapon: 4 squares

(20 feet)

Huge (tall)

Space: 3 squares (15 feet)
Reach: 3 squares (15 feet)
With reach weapon: 6 squares

(30 feet)

Space and Reach

308

Space and
Reach

Gargantuan (long)

Space: 4 squares (20 feet)
Reach: 3 squares (15 feet)
With reach weapon: 6 squares

(30 feet)

Gargantuan (tall)

Space: 4 squares (20 feet)
Reach: 4 squares (20 feet)
With reach weapon: 8 squares (40 feet)

309

Space and
Reach

Colossal

Space: 6 squares (30 feet)
Reach: 4 squares (20 feet)
With reach weapon: 8 squares (40 feet)

Colossal (tall)

Space: 6 squares (30 feet)
Reach: 6 squares (30 feet)
With reach weapon: 12 squares

(60 feet)

310

311

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

312

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

313

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

314

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

315

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

316

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

Index berm (terrain feature) 91 commoner (NPC class) 108 drowning 304 317
between adventures 57 community authorities 138 druid, epic 208
ability checks 33 big and little creatures in combat community NPCs 138
ability score equivalencies 173 community power center 137 NPC 115
ability score generation 169 29 community racial role in society 132
ability score loss 289 blackguard 181 duelist 185
ability scores for monsters 172 blindsense 291 demographics 139 dungeon as adventure setting 57
Abyss, the 160 blindsight 290 community wealth and dungeon animals 76
Acheron 163 blizzard 94 dungeon ecology 76
acid effects 302 Boccob 143 population 137 dungeon encounter tables 79–81
adamantine 283 body slot affinities 288 compulsion 291 dungeon features 65
adept (NPC class) 107 bogs (terrain feature) 88 condition summary 300–301 dungeon level 77
adjudicating (general) 6 bonus types 21 conscript, typical 133 dungeon terrain 58
adjudicating magic 34 breath weapon 291 Corellon Larethian 143 dungeons, miscellaneous
advancing levels 197 Bronze Age 144 corridors (in dungeons) 63
adventure ideas 44 brown mold 76 corrupt weapon (blackguard features of 63
adventure structure 44 buildings 101 random 77
adventure writer’s checklist 46 bypass (trap element) 68 spell) 182 types of 57
adventure, sample 78 Bytopia 164 cosmology, creating 167 duststorm 94
adventures, episodic or campaign, establishing 129 cost to create (for magic dwarven defender 186
dwarves 141, 171
continuing 56 maintaining 130 items) 215 ecology (of a dungeon) 76
event-based 47 Carceri 161 creating characters above 20th ecology (of a world) 136
site-based 46 caster level (of magic item) 215 economics 139
urban 98 catching on fire 303 level 209 effective character level 199, 209
adventuring on other planes 147 cave entrance (terrain feature) 90 creating magic items 282–288 Ego (of intelligent item) 270
aerial movement 20 cave-ins and collapses 66 creating PCs above 1st level 199 Ehlonna 143
alchemical silver 284 Celestia 164 creature sizes 29 eldritch knight 187
alignment, changing 134 Challenge Rating 36, 48 critical hits 26 Elemental Plane of Air 155
of community power centers critical misses 28 Elemental Plane of Earth 155
modifying 40 critical success or failure 34 Elemental Plane of Fire 156
138 for noncombat encounters 40 crowds 100 Elemental Plane of Water 157
of intelligent items 269 for NPCs 37 cultural tendencies (by race) 141 elite array 169
allies (of PCs) 104 of special cohorts 199 cursed magic items 214, 272–277 elite characters 110
altitude sickness 90 of traps 39, 75 D&D cosmology 150 elves 141
ammunition, magic 221 chance to get lost 86 damage 26 Elysium 165
animal companions 205 changing the rules 14 encounter difficulty 49
animals (in dungeon) 76 character death 41 from falling 303 Encounter Level 36, 48
(as enemies) 104 character power levels 135 from falling objects 303 modifying 39
antimagic 290 character wealth 135 to magic items 214 multiple monsters and 48
appearance of magic items 212 characters, average 110 massive 27 encounter location 50
aquatic terrain 92 elite 110 nonlethal 26 encounter rewards 50
Arborea 166 high-level 135, 141 damage caps for spells 35 encounter, starting 22
Arcadia 164 low-level 134 damage reduction 291 treasure per 51
arcane archer 176 charges (of magic items) 214 darkness 302 encounters, design of 48
arcane trickster 177 charm and compulsion 291 darkvision 292 modifying difficulty 50
archmage 178 chasm (terrain feature) 89 darkwood 283 noncombat, Challenge
area spells 28 city buildings 101 death (of a character) 41
aristocrat (NPC class) 108 city lights 101 death attacks 292 Rating for 40
armor, magic 211, 216–220 city streets 100 death and experience points 41 random 78, 95, 101
creating 285 clan (political system) 140 defense roll 25 single monster 49
sizes 213 class benefits, gaining 198 degrees of failure 32 urban 101
art (treasure) 55 class roles in society 131 degrees of success 32 wilderness 95
artifacts (magic items) 277–282 classes, creating 175 deities, creating new 143 encumbrance and armor 20
Asian culture 144 modifying 174 delineating tasks 30 ending a session 18
Asian weapons 144 prestige 176 demiplanes 147 enemies (of PCs) 103
assassin 180 cleric, epic 208 demographics 136 energy drain 293
Astral Plane 154 NPC 114 dense rubble (terrain feature) 90, energy, resistance to 298
attack rolls 26 role in society 132 environment, the 302–304
attitudes, NPC 128 cliff (terrain feature) 89 91 epic characters 206
aura (of magic item) 215 climate/terrain types 136 describing spell effects 34 multiclass 207
automatic hits and misses 25 clobbered 27 desert terrain 91 epic feats 209
avalanches 90 cohorts 104 detect magic and magic items 213 Erythnul 143
Baator 162 attracting 106 detect spells 60 Ethereal Plane 151
barbarian, epic 207 special 199 detecting invisible creatures 295 etherealness 293
NPC 112 coinage 139 difficult terrain 86 evasion and improved evasion
role in society 131 coins (treasure) 55 Difficulty Class 30, 34
bard, epic 207 cold dangers 302 Difficulty Class examples 31 293
NPC 113 cold immunity 291 Difficulty Class, modifying 30 evasion and pursuit 20
role in society 132 cold iron 284 disease 292 example of play 8
battle grid 4 combat 21 divinations, handling 34, 46 experience awards (for PCs) 36
Beastlands, the 165 underwater 92, 93 DM’s best friend 30
combat actions 25 doors (in dungeons) 60 ad hoc 39
command word items 213 for cohorts 104
and detect spells 60 modifying 39
doses (of magic items) 214 roleplaying 40
downtime (for PCs) 198
dragon disciple 183
dragonhide 283

318 experience for monsters 172 hierophant 188 adding new abilities 288 roleplaying 104
experience, faster or slower 40 high altitude 90 appearance 212 tougher 50
experience penalties 41 high-level characters 135, 141 aura 215 wandering 77
experience points 36 highest-level locals 139 on the body 214 Moradin 143
hills terrain 89 caster level 215 motivation (of PCs) 43
death and 41 hirelings 105 character-created 199 mountain terrain 89
expert (NPC class) 109 hit points, fixed (for PCs) 198 charges in 199, 214 mountain travel 90
extraordinary abilities 289 horizon walker 189 cost to create 215 mounted soldier, typical 133
failure, critical 34 hurricane 94 creating 282–288 mounts 204
fallen paladin 183 ice sheet (terrain feature) 91 creation costs 284 intelligent 205
falling damage 303 identifying magic items 212 cursed 214 Leadership and 200, 205
falling objects 303 illumination (in dungeon) 67 damaging 214 unusual 204
falling into water 303 Improved Elemental Wild Shape and detect magic 212, 213 movement and the grid 19
Familiar Spell (epic feat) 209 doses 214 aerial 20
familiars, improved 200 (epic feat) 209 as gear 199 diagonal 19
improved evasion 293 gold piece values 215 in squares 20
Huge or bigger masters 203 Improved Familiar (feat) 200 handling 212 squeezing through 29
Tiny or smaller masters 203 Improved Favored Enemy (epic identifying 212 in three dimensions 20
fast healing 293 intelligent 214 multiple charges or uses
fear effects 294 feat) 210 limit on items worn 214
fences (terrain feature) 92 Improved Metamagic (epic feat) limited use 199 (of magic items) 214
feudalism (political system) 140 market price 215 mundane items (treasure) 55
Fharlanghn 143 210 multiple uses 214 Negative Energy Plane 157
fiendish servant 183 Improved Sneak Attack (epic names 215 negative levels 293
fighter, epic 208 new 214 Nerull 143
NPC 117 feat) 210 prerequisites 215 new character, making 42
role in society 132 Improved Spell Capacity (epic random generation 216 new classes, creating 175
fire immunity 294 repairing 214 new combatants 23
fire, catching on 303 feat) 210 saving throws against 214 new deities, creating 143
fixed hit points (for PCs) 198 Improved Stunning Fist (epic size and 213 new magic items 214
fleshing out NPCs 128 as treasure 56, 212 new players 134
floods 93 feat) 210 using 213 new races 171, 173
floors (in dungeons) 60 incorporeality 294 weight 215 new spells, creating 35
flowing water (terrain feature) 92 initiative each round 22 magic traps 67
fog 94 Inner Planes 147 magical compulsion 16 learning 198
followers 105 instant kill 28 magocracy (political system) 140 Nine Hells 162
forest fires 87 intelligent magic items 214, making a new character 42 noncombat encounters,
forest terrain 87 maneuverability 20
friends (of PCs) 104 268–272 mapping 15, 46, 77 Challenge Rating for 40
fumbles 28 against characters 271 market price (for magic nonstandard point buy 169
futuristic weapons 146 creating 288 NPC actions 17
gaining class benefits 198 interesting combats 17 items) 215 NPC adjustments by race or
game balance 13 invasion 133 marsh terrain 88
Garl Glittergold 143 invisibility 295 massive damage 27 kind 126
gaseous form 294 iron, cold 284 masterwork items 283 NPC attitudes 128
gaze attacks 294 knights 133 Material Plane 147 NPC classes 107
Gehenna 162 Kord 143 mechanical traps 67 NPC gear value 127
gems (treasure) 55 landslides 90 NPC spellcasting 107
geography 136 languages and intelligent items repairing and resetting 68 NPCs in the community 138
getting lost 86 Mechanus 163 NPCs with treasure 55
gnomes 141 269 metagame thinking 11 NPCs, Challenge Ratings for 37
goblins 141 Lasting Inspiration (epic feat) 210 middle class 142 NPCs, fleshing out 128
gold dwarves 171 lava effects 304 miniature figures 4, 15 NPCs, handling 16
gold piece limit (of a community) law enforcement 98 mithral 284 NPCs, pregenerated 112–126
Leadership (feat) 106 modern era weapons 146 Obad-Hai 143
137 modifiers to checks 30 Olidammara 143
Great Smiting (epic feat) 209 and mounts 200 modifying Challenge Rating 40 one hundred adventure ideas 44
Great Wheel, the 153 learning new spells 198 modifying classes 174 one hundred traits 128
green slime 76 learning skills and feats 197 modifying Encounter Level 39 orcs 141
Gruumsh 143 legal issues 141 modifying races 171 organizations 132
guards and soldiers 99 level adjustment 172, 200, 209 monarchy (political system) 140 original spells 198
guilds and organizations 132 level loss 296 moneychangers 140 other rewards 56
Hades 161 level, dungeon 77 monk, epic 208 Outer Planes 147
hail 94 levels, advancing 197 Outlands, the 166
half-human elves 171 light rubble (terrain feature) 91 NPC 118 Overwhelming Critical (epic
halflings 141 Limbo 158 role in society 132
handling magic items 212 limit on magic items worn 214 monster PCs 172 feat) 210
handling NPC actions 16 line of sight 21 monsters with classes 51 paladin, epic 208
handling PC actions 15 locks (on doors) 61 monsters with treasure 51
healing disease 293 loremaster 191 monsters, ability scores for 172 fallen 183
heat dangers 303 lost, effects of being 86 as army members 133 mounts 200, 204
hedgerows (terrain feature) 88 low-level characters 134 as epic characters 209 NPC 118
Heironeous 143 low-light vision 296 experience for 172 role in society 132
Hextor 143 low tech 144 as races 172 Pandemonium 159
lower class 142 paralysis 296
magic 142 PCs above 1st level, creating 199
PCs as leaders 106
bonuses from 21
restrictions on 142
magic items 211–288
activating 213

Pelor 143 regeneration 298 silver, alchemical 284 standing in tight quarters 30
phosphorescent fungus 76 religion 143 simultaneous activity 24 starting an encounter 22
pits and chasms 68, 89 Renaissance weapons 144 size and magic items 213 starvation 304
plains terrain 91 republic (political system) 140 skill and ability checks 30 statistics blocks 85
planar traits 147, 168 researching original spells 198 skills and feats, learning 197 stealth and detection in desert 91
Planar Turning (epic feat) 210 reset (trap element) 68 slaves 142
Plane of Shadow 152 resistance to energy 298 sleet 94 in forest 87
player goals 134 rewards 36 slimes, molds, and fungi 76 in hills 89
players and die rolls 18 slope (terrain feature) 89 in marsh 88
poison 296 other than treasure 56 smoke effects 304 in mountains 90
rings, magic 211, 229–233 snow 94 in plains 92
immunities 297 snowstorm 94 underwater 93
politics 140 activation 229 social classes 142 Stone Age 144
polymorph 297 creating 286 softer critical hits 28 storms 94
poor visibility 86 rock wall (terrain feature) 90 soldier, typical 133 story awards 40
Positive Energy Plane 157 rods, magic 211, 233–237 sorcerer, epic 209 streets, city 100
potions and oils, magic 211, 229, creating 286 strike team 133
rogue, epic 208 NPC 124 structure (of an adventure) 44
230 NPC 123 role in society 132 style of play 7
activation 229 role in society 132 special abilities 289 subraces 170
creating 286 roleplaying awards 40 special cohorts 199 success, critical 34
identifying 229 roleplaying monsters 103 special materials 283 success, degrees of 32
power center (of a community) rolling dice 18 special purpose (of intelligent suffocation 304
rooftops (urban) 101 summoning individual
137 rooms (in dungeons) 62 item) 270
power components 36 running a game session 10 speed, reduced 20 monsters 37
precipitation 94 St. Cuthbert 143 spell completion items 213 supernatural abilities 289
prerequisites (for creating sample adventure 78 spell effects, describing 34 supply and demand 140
sand dunes (terrain feature) 91 Spell Knowledge (epic feat) 210 surprise round 23
magic items) 215 sandstorms 91 spell-like abilities 289 table rules 11
prestige classes 176 save or check? 33 spell lists, variant 175 taking 10 33
saving throws 33 spell resistance 298 tasks, delineating 30
designing 197 against magic items 214 spell roll 36 taxes and tithes 140
psionics 297 scale and squares 19 spell trigger items 213 technology 144
pursuit 20 scent (special ability) 298 spellcasters (in an army) 133 technology level, advancing 144
quicksand (terrain feature) 88 scree (terrain feature) 89 spellcasting, NPC 107 teleporters 66
races 170 scrolls, magic 211, 237–243 spells, creating new 35 terrain types 87–92
activation 238 Terrifying Rage (epic feat) 210
modifying 170 creating 287 damage caps 35 thaumaturgist 196
monsters as 171 mishaps 238 researching original 198 theocracy (political system) 141
new 171, 173 sewers (urban) 101 splash weapons 28 thirst 304
rain 94 shadowdancer 194 squeezing through 29 thunderstorm 94
random dungeon encounters 78 shields, magic 211, 216–221 stacking bonuses 21 tornado 94
tables 79–81 activation 217 staffs, magic 211, 243–245 tougher monsters 50
random dungeons 77 creating 285 activation 243 towns, generating 137
ranger, epic 208 hardness and hit points 217 creating 287 training (for PCs) 197
NPC 121 siege engines 99 standard point buy 169 transitive planes 147
role in society 132 standard scale 19
rays (special attack) 298
ready (action) 25
Red Wizard 193

LIST OF SIDEBARS Behind the Curtain: Experience Points......................................................41
Behind the Curtain: When a PC Falls Behind..........................................42
Why a Revision?...................................................................................................4 One Hundred Adventure Ideas.....................................................................44
The Purpose of Sidebars ....................................................................................4 Adventure Writer’s Checklist ........................................................................46
Equipment for Running the Game..............................................................14 Behind the Curtain: Treasure Values ...........................................................54
Behind the Curtain: Stacking Bonuses.......................................................21 Behind the Curtain: Why Dungeons?.........................................................58
Variant: Roll Initiative Each Round.............................................................22 Walls, Doors, and Detect Spells.......................................................................60
Variant: Sapient Mounts..................................................................................23 Behind the Curtain: Traps...............................................................................67
Variant: Striking the Cover instead of a Missed Target..........................24 Variant: What Disabling a Device Means...................................................70
Variant: Automatic Hits and Misses ............................................................25 Variant: Upkeep ...............................................................................................130
Variant: Defense Roll........................................................................................25 Behind the Curtain: How Real Is Your Fantasy? ...................................136
Behind the Curtain: Critical Hits .................................................................26 Variant: No Sidebars for Variant Rules .....................................................171
Variant: Clobbered ............................................................................................27 Behind the Curtain: Why Mess around with Character Classes?....175
Variant: Massive Damage Based on Size.....................................................27 Behind the Curtain: A Limit to Attacks and Saves ...............................207
Variant: Weapon Equivalencies .....................................................................27 Behind the Curtain: Building an Epic Progression ..............................210
Variant: Instant Kill ..........................................................................................28 Variant: New Magic Items............................................................................214
Variant: Softer Critical Hits............................................................................28 Behind the Curtain: Putting Cursed Items in Your Game .................274
Variant: Critical Misses (Fumbles) ...............................................................28 Behind the Curtain: Magic Item Gold Piece Vaules ............................282
Variant: Skills with Different Abilities........................................................33 Behind the Curtain: Special Weapons Materials...................................283
Variant: Critical Success or Failure...............................................................34 Behind the Curtain: Body Slot Affinities.................................................288
Variant: Saves with Different Abilities........................................................35 Variant: Separate Ability Loss......................................................................290
Variant: Spell Roll..............................................................................................36 Variant: Nonmagical Psionics......................................................................297
Variant: Power Components...........................................................................36 Variant: Less Lethal Falls...............................................................................303
Variant: Summoning Individual Monsters................................................37
Variant: Free-Form Experience .....................................................................39 319
Variant: Faster or Slower Experience ..........................................................40

traps 67–76, 82 types of 55 walls and gates (urban) 99 Wee Jas 143
Challenge Rating of 75 wizards and 54 wandering monsters 77 weight (of magic items) 215
cost 75 trees (terrain feature) 87 wands, magic 211, 245–246 wilderness adventures 86
designing 74 tremorsense 299 wilderness encounters, random
elements of 68 trench (terrain feature) 91 activation 245
magic 67 tribe (political system) 140 creating 287 95–98
mechanical 67 trigger (trap element) 68 war 133 wind effects 95
sample 70–74 turn resistance 299 warrior (NPC class) 109 windstorm 94
undergrowth (terrain feature) 87 water dangers 304 witch (variant spell list) 175
treasure 51 underwater combat 92, 93 wealth by level 135 wizard, epic 209
building 53 upkeep 130 weapon size and damage 28
for cohorts 105 upper class 142 weapons, magic 211, 221–229 NPC 124
custom 54 urban encounters 101 creating 285 role in society 132
per encounter 51 use activated items 213 and critical hits 222 wizards and treasure 54
magic items as 56, 212 Vecna 143 hardness and hit points 222 wondrous items 211, 246–268
monsters with 51 villains 104 light generation 221 creating 288
NPCs with 55 walls (in dungeons) 59 for unusually sized creatures world-building 135
other 55 and detect spells 60 yellow mold 76
random 53 223 Yondalla 143
weather 93 Ysgard 148

List of Numbered Tables Table 4–5: The Expert ..................................109 Table 7–1: Random Magic Item
Table 4–6: The Warrior ................................110 Generation ............................216
Table 2–1: Maneuverability..........................20 Table 4–7: Random NPC Alignment ......110
Table 2–2: Increasing Weapon Table 4–8: Random NPC Class ................110 Table 7–2: Armor and Shields ..................216
Table 4–9: Good NPC Race or Kind........111 Table 7–3: Random Armor Type ..............216
Damage by Size ......................28 Table 4–10: Neutral NPC Race Table 7–4: Random Shield Type ..............216
Table 2–3: Decreasing Weapon Table 7–5: Armor Special Abilities ..........217
or Kind..................................111 Table 7–6: Shield Special Abilities ..........218
Damage by Size ......................28 Table 4–11: Evil NPC Race or Kind ........112 Table 7–7: Specific Armors ........................220
Table 2–4: Creature Sizes ..............................29 Table 4–12: NPC Barbarian........................113 Table 7–8: Specific Shields ........................221
Table 2–5: Difficulty Class Examples ........31 Table 4–13: NPC Bard..................................114 Table 7–9: Weapons ......................................222
Table 2–6: Experience Point Awards Table 4–14: NPC Cleric ..............................115 Table 7–10: Weapon Type
Table 4–15: NPC Druid ..............................116
(Single Monster) ....................38 Table 4–16: NPC Fighter ............................117 Determination....................222
Table 3–1: Encounter Numbers ..................49 Table 4–17: NPC Monk ..............................119 Table 7–11: Common Melee
Table 3–2: Encounter Difficulty ................49 Table 4–18: NPC Paladin ............................120
Table 3–3: Treasure Values Table 4–19: NPC Ranger ............................122 Weapons ..............................222
Table 4–20: NPC Rogue ..............................123 Table 7–12: Uncommon Weapons ..........222
per Encounter ........................51 Table 4–21: NPC Sorcerer ..........................125 Table 7–13: Common Ranged
Table 3–4: Average Treasure Results..........51 Table 4–22: NPC Wizard ............................126
Table 3–5: Treasure..........................................52 Table 4–23: NPC Gear Value......................127 Weapons ..............................223
Table 3–6: Gems ..............................................55 Table 4–24: One Hundred Traits ..............128 Table 7–14: Melee Weapon
Table 3–7: Art Objects....................................55 Table 5–1: Character Wealth by Level ....135
Table 3–8: Mundane Items ..........................56 Table 5–2: Random Town Generation ....137 Special Abilities ................223
Table 3–9: Walls ..............................................60 Table 5–3: Asian Weapons..........................145 Table 7–15: Ranged Weapon
Table 3–10: Doors............................................61 Table 5–4: Renaissance Weapons ............145
Table 3–11: Major Features and Table 5–5: Modern Era Weapons ............146 Special Abilities ................223
Table 5–6: Futuristic Weapons ..................146 Table 7–16: Specific Weapons..................227
Furnishings............................65 Table 5–7: Random Planar Table 7–17: Potions and Oils ....................230
Table 3–12: Minor Features and Table 7–18: Rings ..........................................231
Destinations ..........................151 Table 7–19: Rods............................................234
Furnishings............................66 Table 6–1: The Arcane Archer ..................176 Table 7–20: Scroll Types..............................238
Table 3–13: CR Modifiers for Table 6–2: The Arcane Trickster ..............178 Table 7–21: Number of Spells
Table 6–3: The Archmage ..........................179
Mechanical Traps ................74 Table 6–4: The Assassin ..............................180 on a Scroll ............................238
Table 3–14: CR Modifiers for Table 6–5: Assassin Spells Known ..........181 Table 7–22: Scroll Spell Levels..................238
Table 6–6: The Blackguard ........................182 Table 7–23: Arcane Spell Scrolls ..............239
Magic Traps............................75 Table 6–7: The Dragon Disciple................184 Table 7–24: Divine Spell Scrolls ..............241
Table 3–15: Cost Modifiers for Table 6–8: The Duelist ................................185 Table 7–25: Staffs ..........................................243
Table 6–9: The Dwarven Defender ..........187 Table 7–26: Wands ........................................246
Mechanical Traps ................75 Table 6–10: The Eldritch Knight..............187 Table 7–27: Minor Wondrous Items ......247
Table 3–16: Cost Modifiers for Table 6–11: The Hierophant ......................189 Table 7–28: Medium Wondrous Items ..249
Table 6–12: The Horizon Walker..............190 Table 7–29: Major Wondrous Items ........251
Magic Device Traps ............75 Table 6–13: The Loremaster ......................191 Table 7–30: Item Intelligence,
Table 3–17: Random Door Types................78 Table 6–14: The Mystic Theurge ..............193
Table 3–18: Random Room Contents ......78 Table 6–15: The Red Wizard ......................193 Wisdom, Charisma,
Table 3–19: Random Traps CR 1–3 ............82 Table 6–16: The Shadowdancer ................195 and Capabilities..................269
Table 3–20: Random Traps CR 4–6 ............82 Table 6–17: The Thaumaturgist ................198 Table 7–31: Specific Cursed Items ..........274
Table 3–21: Random Traps CR 7–10..........82 Table 6–18: Epic Save and Table 7–32: Summary of Magic Item
Table 3–22: Combat Adjustments Creation Costs ....................284
Epic Attack Bonuses ........206 Table 7–33: Estimating Magic Item
Underwater ..........................92 Table 6–19: Epic Experience and Gold Piece Values ..............285
Table 3–23: Random Weather......................94 Table 8–1: Special Ability Types ..............290
Table 3–24: Wind Effects ..............................95 Level-Dependent Table 8–2: Diseases ......................................292
Table 3–25: Wilderness Encounter Lists..96 Benefits ................................206 Table 8–3: Poisons ........................................297
Table 3–26: Siege Engines..........................100 Table 8–4: Damage from Falling
Table 3–27: Buildings ..................................101 Objects ....................................303
Table 3–28: Urban Encounters ................102
Table 4–1: Prices for Hireling

Services ..................................105
Table 4–2: The Adept....................................107
Table 4–3: The Aristocrat ............................108
Table 4–4: The Commoner ........................109

320

ISBN: 978-0-7869-6245-7


Click to View FlipBook Version